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node-insim

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An InSim library for NodeJS with TypeScript support

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"use strict"; var __extends = (this && this.__extends) || (function () { var extendStatics = function (d, b) { extendStatics = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; }; return extendStatics(d, b); }; return function (d, b) { if (typeof b !== "function" && b !== null) throw new TypeError("Class extends value " + String(b) + " is not a constructor or null"); extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); }; })(); var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; return c > 3 && r && Object.defineProperty(target, key, r), r; }; Object.defineProperty(exports, "__esModule", { value: true }); exports.IS_CPP = void 0; var decorators_1 = require("../decorators"); var base_1 = require("./base"); var enums_1 = require("./enums"); /** * Cam Pos Pack - Full camera packet (in car OR SHIFT+U mode) * * A Camera Position Packet can be used for LFS to report a camera position and state. * An InSim program can also send one to set LFS camera position in game or SHIFT+U mode. */ var IS_CPP = /** @class */ (function (_super) { __extends(IS_CPP, _super); function IS_CPP(data) { var _this = _super.call(this) || this; _this.Size = 32; _this.Type = enums_1.PacketType.ISP_CPP; /** Instruction: 0 / or reply: ReqI as received in the {@link TINY_SCP} */ _this.ReqI = 0; _this.Zero = 0; /** Position vector X coordinate - 65536 means 1 metre */ _this.X = 0; /** Position vector Y coordinate - 65536 means 1 metre */ _this.Y = 0; /** Position vector Z coordinate - 65536 means 1 metre */ _this.Z = 0; /** Heading - 0 points along Y axis */ _this.H = 0; /** Pitch */ _this.P = 0; /** Roll */ _this.R = 0; /** * Unique ID of viewed player (0 = none). * * Set this to 255 to leave that option unchanged. */ _this.ViewPLID = 0; /** * InGameCam (as reported in StatePack). * * Set this to 255 to leave that option unchanged. */ _this.InGameCam = 0; /** FOV in degrees */ _this.FOV = 0; /** Time in ms to get there (0 means instant) */ _this.Time = 0; /** ISS state flags */ _this.Flags = 0; _this.initialize(data); return _this; } __decorate([ (0, decorators_1.byte)() ], IS_CPP.prototype, "Size", void 0); __decorate([ (0, decorators_1.byte)() ], IS_CPP.prototype, "Type", void 0); __decorate([ (0, decorators_1.byte)() ], IS_CPP.prototype, "ReqI", void 0); __decorate([ (0, decorators_1.byte)() ], IS_CPP.prototype, "Zero", void 0); __decorate([ (0, decorators_1.int)() ], IS_CPP.prototype, "X", void 0); __decorate([ (0, decorators_1.int)() ], IS_CPP.prototype, "Y", void 0); __decorate([ (0, decorators_1.int)() ], IS_CPP.prototype, "Z", void 0); __decorate([ (0, decorators_1.word)() ], IS_CPP.prototype, "H", void 0); __decorate([ (0, decorators_1.word)() ], IS_CPP.prototype, "P", void 0); __decorate([ (0, decorators_1.word)() ], IS_CPP.prototype, "R", void 0); __decorate([ (0, decorators_1.byte)() ], IS_CPP.prototype, "ViewPLID", void 0); __decorate([ (0, decorators_1.byte)() ], IS_CPP.prototype, "InGameCam", void 0); __decorate([ (0, decorators_1.float)() ], IS_CPP.prototype, "FOV", void 0); __decorate([ (0, decorators_1.word)() ], IS_CPP.prototype, "Time", void 0); __decorate([ (0, decorators_1.word)() ], IS_CPP.prototype, "Flags", void 0); return IS_CPP; }(base_1.SendablePacket)); exports.IS_CPP = IS_CPP;